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A Proposal of Level Design Guidelines through Attribute Analysis of Cover Pattern on FPS Game by Theme

테마별 FPS게임의 엄폐물 패턴 속성분석을 통한 레벨 디자인 가이드라인 제안

  • 천유찬 (동서대학교 중국어학과) ;
  • 김미진 (동서대학교 디지털콘텐츠학부 게임전공)
  • Received : 2012.09.03
  • Accepted : 2012.10.05
  • Published : 2012.10.20

Abstract

Main focus of FPS game's play is securing vantage points in space based on specific theme and removing enemies. It could be more directly interacted with players' game space than other genres. This paper analyzes design patterns on FPS game of nine types consisted of three themes : past war, modern war, near future war, which is based on 10 different patterns of near future theme-oriented by Hullett and Whitehead. As an outcome, an important function of 'element of cover' was found additionally as a main pattern besides the 10 different patterns. And by analyzing its attributes, it is suggested the efficient way to use the 'cover' pattern for level-design. This result can be utilized as an empirical guideline for level-design of FPS games by theme.

플레이어의 게임공간에 대한 상호작용이 타 장르에 비해 직접적인 FPS게임은 특정 테마를 바탕으로 공간에서의 유리한 지점 확보 및 적의 제거가 주된 플레이이다. 본 논문은 근미래전테마 위주의 Hullett과 Whitehead 연구의 10가지 패턴을 기준으로 과거전, 현대전, 근미래전 3가지 테마에 대한 9종의 FPS게임 디자인패턴을 분석하였다. 그 결과, 10가지의 패턴 외에 주류 패턴으로써 '엄폐물 요소'의 중요한 역할을 발견하였고 '엄폐물 요소'의 패턴 속성을 분석하여 레벨디자인을 위한 효율적인 엄폐물 패턴의 활용방법을 제시하였다. 이러한 결과는 테마에 따른 FPS게임의 레벨디자인을 위한 실증적인 가이드라인으로 활용 될 수 있다.

Keywords

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Cited by

  1. Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design vol.14, pp.4, 2014, https://doi.org/10.7583/JKGS.2014.14.4.27